Duels of Fortune/Clyde: Difference between revisions

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{{MoveData
{{MoveData
|name='''Command Normal Name'''
|name='''Rushing Upper'''
|input = 4H <br> [[File:DoF_Direction_Left.png|20px|link=]][[File:DoF_Buttons_H.png|20px|link=]]
|input = 4H <br> [[File:DoF_Direction_Left.png|20px|link=]][[File:DoF_Buttons_H.png|20px|link=]]
|image=DoF__4H.png
|image=DoF_Clyde_4H.png
|hitbox=DoF__4H_Hitbox.png
|hitbox=DoF_Clyde_4H_Hitbox.png
|data=
|data=
   {{AttackData-DoF
   {{AttackData-DoF
   | damage =  
   | damage = 1000
   | guard = Mid
   | guard = Mid
   | startup =  
   | startup = 15
   | advHit =  
  | active = 8
   | advBlock =  
  | recovery = 17
   | properties =  
   | advHit = KD
   | description = Describe a command normal. Add bullet points if necessary.
   | advBlock = -6
   | properties = Low Profile 4-16F, Jump Cancelable, Launcher
   | description = Clyde's 4H has him run towards the opponent in a low profile before launching them a big uppercut. The low profile on 4H is lower than his dash, but not enough for it to matter most of the time. Still, this move has a number of uses. An obvious one is as a random option in neutral or on defense. 4H has by far the most range of Clyde's grounded normals thanks to the run up and retains the low profile even into the active frames unlike a normal done from dash, meaning it can beat a lot of options into a very high damage starter. Adding to this that it can be reverse beated into lights to turn it plus, and even if reverse beat isn't available, it's surprisingly safe on block.
 
The ability to reverse beat also makes this central to Clyde's block pressure. Unlike his other heavies, 4H moves him towards the opponent, meaning you can get back in the opponent's face then reverse beat it to 5/2L to become plus and restart his pressure.  
 
In combos, 4H is quite the flexible tool. While his other launchers do better damage, they won't always reach from longer hits, while 4H is consistent. Ideally though, you want to use it towards the end of a combo to jump cancel into a j.S ender since it does by far the lowest damage of his launchers.
*100% starter proration
   }}
   }}
}}
}}
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   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
   | properties = Full Invuln 1~8F
   | properties = Full Invuln 1-8F
   | description = Clyde quickly does a backdash, moving Clyde backwards and also stopping his dash. Can be used as a great mixup tool to trick enemies into thinking you were going to do Rushing Straight, or as a makeshift dodge. If this move is used behind the enemy, it will autocorrect.
   | description = Clyde does a partially invuln backdash out of his forward dash, completely changing his momentum. Very important tool for Clyde's neutral game as it allows him to safe disengage from his dash and potentially bait out attacks from the opponent in an attempt to check it. This in turn can give Clyde the potential to whiff punish baited normals. 4L can be punished but this typically requires a hard read that isn't worth risking for the opponent. If used after a crossup, Clyde will auto-correct and still backdash away from them.
   }}
   }}
}}
}}
{{MoveData
{{MoveData
|name='''Command Normal Name'''
|name='''Rushing Straight'''
|input = (While Dashing) 6M <br> [[File:DoF_Direction_Right.png|20px|link=]][[File:DoF_Buttons_M.png|20px|link=]]
|input = (While Dashing) 6M <br> [[File:DoF_Direction_Right.png|20px|link=]][[File:DoF_Buttons_M.png|20px|link=]]
|image=DoF_Clyde_66M.png
|image=DoF_Clyde_66M.png
Line 302: Line 309:
|data=
|data=
   {{AttackData-DoF
   {{AttackData-DoF
   | damage =  
   | damage = 1400
   | guard = Mid
   | guard = Mid
   | startup =  
   | startup = 8
   | advHit =  
  | active = 16
   | advBlock =  
  | recovery = 27
   | properties =  
   | advHit = KD/WB
   | description = Describe a command normal. Add bullet points if necessary.
   | advBlock = -33
   | properties = Wall Bounce, Uncancelable on Block
   | description = Clyde does a large punch forwards out of his forward dash. 66M is Clyde's second biggest normal after 4H and is much faster than it, in exchange for only being usable out of forward dash. While not disjointed, this move covers a deceiving amount of space thanks to the dash momentum and gives pretty good damage. However, this move has a huge weakness that you might have already noticed. 66M is '''-33 and can't be canceled on block'''. This is thanks to the move inflicting next to no blockstun, and when taken together, this move is a bit overly high risk for its reward. It certain still has its place in neutral use, but it's hard to justify using it over less risky options.
*90% starter proration
   }}
   }}
}}
}}

Revision as of 23:31, 12 January 2024

Overview
Overview

Clyde Brightstar is the main character of Duels of Fortune. While you may be expecting the usual all-rounder shoto, Clyde is THE rushdown character of the game. With his powerful movement, he can get in the opponent's face better than anyone else.

Clyde as a character is defined by his forward dash. Clyde's forward dash, an insanely fast low-profiling side-switching run, is arguably the best movement option in the game. When used well, it's a powerful neutral tool that can control the pace of a match,. This gets all the stronger when you add in his other options in neutral and on offense. His air dash is one of the faster ones in the game, and 664L lets him bait attempts to check his dash. Furthermore, all his hits can convert into lengthy combos that carry the opponent across the screen and into a hard knockdown, leading to his pressure. This pressure is quite potent too. Clyde's buttons are all above average speed wise, letting him perform especially tricky staggers and pressure resets. His forward dash factors in too as an oppressive offense option that allows him to perform a left/right mixup at almost any time in any part of the screen, a tactic especially potent once the opponent starts to fear his frame traps. These aspects all make Clyde a relentless offense machine when he can take the game at his pace.

However, Clyde doesn't always get to run at his pace. In exchange for his amazing movement and frame data, Clyde's normals are on the smaller end with zero disjoints. While 66M and 4H are decent buttons, they have their weaknesses and won't help him contest other characters. He also has one of the worst set of lows in the game, with an 11F 2L and 12F 2M being his only options. Beyond limiting his high/low, it's tough for Clyde to deal with armored moves and chicken blocking on defense. In addition, his combos build a huge amount of burst for the opponent. His biggest flaw by far though is his general need to be in the opponent's face. While he's the best character at getting into that position, against characters like ERROR, Doodle, and Shiverskull, all of whom have strong keepaway and good ways to check his dash, his avenues are limited. He often has to make multiple high risk plays to force his way in. Similarly, if a character has stronger close range than him like Baron, then he may find himself with no easy paths to victory. Still, no character is immune to his unending pressure and unreactable left rights.

Playstyle
Clyde relentlessly rushes in to overwhelm opponents with his fast buttons and left/rights.
Pros Cons
  • Speed Demon - Clyde is the fastest character in the game, particularly with his unique forward dash that can go full screen in the blink of an eye. If that weren't enough it also low profiles and he can do a noncommittal invincible back dash out of it. His air dash and walk speeds are also quite good, allowing him to move across the screen better than anyone else.
  • Ruthless Left/Right - Thanks to his forward dash going through opponents, Clyde can do fast left/rights from any part of the screen, which get especially ambiguous after a hard knockdown. It's hard to stay blocking against him forever.
  • Consistent Carry - While his damage isn't special, Clyde can always convert into full corner carry and hard knockdown from just about any hit at any part of the screen, which leads to his left right mixups.
  • Fast Staggers - Clyde's buttons are all faster than average, letting him play an incredibly strong stagger game with a multitude of ways to frame trap and reset his pressure using his normals alone.
  • Stubby Buttons - Clyde is lacking for actual pokes outside 66M. On top of that, none of his buttons are disjointed, the cost he pays for having fast frame data. While this isn't a major issue thanks to his strong movement, it means he can have a hard time poking out of pressure or contesting bigger buttons.
  • Needs to be Belligerent - Clyde has no real options at full or mid screen besides forcing his way in with one of his movement options. He is admittedly very good at this, but against zoners with strong projectiles he can have a difficult time getting his gameplan started. This means he's effectively forced to constantly make high risk decisions in neutral versus some match-ups.
  • Slow Lows - Clyde's fastest low, 2L, is 11 frames. This means he's not good at beating armor or up back during pressure, and also makes his high/low weaker than it otherwise would be.
  • Burst Builder - Clyde's best bnbs can have as many as 5 multi-hit attacks in one combo, meaning he has a tendency to give the opponent their burst back incredibly fast. It's not uncommon for characters, especially high health ones, to get two bursts against him per round.
DoF Clyde Name.png

DoF Clyde profile.png

DoF Clyde Name.png

DoF Clyde profile Boxer.png

DoF Clyde Name.png

DoF Clyde profile Skeleton.png

DoF Clyde Name.png

DoF Clyde profile Renzo.png

DoF Clyde Name.png

DoF Clyde profile Casual Suit.png


Character Properties
Health
24000
Backdash
19F
Unique Movement
Low Profile Side Switching Run Forward Dash
Fastest Attack
5L (5F)
Unique Mechanic: Forward Dash

Clyde's forward dash is unique, even compared to other run type dashes. Not only is it the fastest run in the game, but it low profiles and can side switch. As a result, it's probably his most important tool both in neutral and offense. The low profile is almost immediate (frame 2-3 after inputting dash) and while not especially low, it still goes under many projectiles and higher hitting pokes. When he side switches, any normals done will auto-correct to face the opponent, which creates Clyde's powerful left/right mixups. Additionally, Clyde has two unique command normals out of his dash with 4L and 6M. 4L is a partially invincible backdash that lets him bait out a reaction while not having to commit much. 6M is Clyde's biggest button, although it's still not especially big and is incredibly unsafe on block. These options make challenging his forward dash even scarier and builds up the mental stack. While one can be belligerent with it, making calculated use of his forward dash can allow Clyde to dominate the neutral game.

DoF Clyde Dash Hitbox.png

Character Summary

Move List

Command Normals
4H - Rushing Upper: Low profile, even lower than his dash, forward moving uppercut. Launcher that's good for combos, pressure, and defense.
4L While Dashing - Fake Out: Invincible back dash out of forward dash.
6M While Dashing - Rushing Straight: Large and fast normal exclusive to his dash. Uncancellable on block.
Special Moves
5S - Heat Rush: A short ranged but high damage barrage of strikes ending in a jump cancelable uppercut. Combo filler.
4S (Air OK) - Blazing Dash: Dash punch with three hits. Good for combos and occasionally for rushing in.
2S - Inferno Upper: Fast and high reward anti-air with invuln to air attacks, has an unfortunate tendency to trade.
j.S - Meteor Slam: Dive punch. Primary combo ender but also a fast overhead that wallbounces in the corner.
Supers
5SP - Eruption Fist: Fast super with a large anti-air hitbox. Air unblockable. Good combo ender and anti-air.
2SP - Brightstar Barrage: Clyde teleports behind the opponent to do an invincible strike. Somewhat slow.
2[SP] - Frontal Assault: Clyde teleports in front of the opponent without doing a strike.
Quick combo reference

5L > 5M > 4H > 9jc j.H, land 2M > 2S, land 2M > 5S > 9jc j.S: Easy corner to corner combo.
5L > 5M > 4H > 9jc j.H > j.4S, land 2M > 5S > 9jc j.4S, land 2M > 5H > 5SP: Corner bnb combo.

Normal Moves

5L
DoF Buttons L.png
DoF Clyde 5L.png
DoF Clyde 5L Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
800 Mid 5 10 5 +3 +7 -

Fast but short ranged jab with amazing frame data for pressure. Strong stagger tool and pressure reset after a reverse beat. Also an important abare tool as it's his fastest button. Leads into his usual routing on hit. His fastest option out of dash but 5M and 66M are almost as fast with better reward. Also decent as a last second anti-air.

  • 80% starter proration
Toggle Hitboxes
Toggle Hitboxes
5M
DoF Buttons M.png
DoF Clyde 5M.png
DoF Clyde 5M Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
1200 Mid 6 6 16 +6 -8 -

Very fast medium that does a boatload of hitstun. Great starter for left right mixups and punishes, especially since it's as fast as a jab. In exhcange, it's heavily lacking in range compared to most mediums.

  • 90% starter proration
Toggle Hitboxes
Toggle Hitboxes
5H
DoF Buttons H.png
DoF Clyde 5H.png
DoF Clyde 5H Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
1400 Mid 11 6 21 KD -9 Dash Cancelable, Launcher

Relatively fast and quick recovering 5H that's great for frame traps as well as being one of Clyde's best starters. However, it's not great for pressure or neutral due to its stubbiness. Instead this move shines in combos where it's dash cancelable on hit. This lets Clyde turn it into massive damage from any part of the screen and it assists in some routing. Can work as a counterpoke since it'll often trade favorably, but Clyde doesn't do much of a poking game to begin with. Can be used on dash left/rights but its a bit slow for it.

  • 100% starter proration
Toggle Hitboxes
Toggle Hitboxes
2L
DoF Direction Down.pngDoF Buttons L.png
DoF Clyde 2L.png
DoF Clyde 2L Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
900 Low 11 10 8 +11 +2 -

Slow but advantageous low. Clyde's main low for pressure, but as he doesn't do much high low to begin with, it's mostly used for catching jump out attempts. Admittedly, it's not great at this thanks to it's mediocre range and long startup. It's insanely plus on hit allowing for links but those are basically only for style. Solid for resetting pressure sequences. Absurdly active, making it a great meaty. It can even be safe from some reversals if meatied well enough.

  • 80% starter proration
Toggle Hitboxes
Toggle Hitboxes
2M
DoF Direction Down.pngDoF Buttons M.png
DoF Clyde 2M.png
DoF Clyde 2M Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
1200 Low 12 9 18 KD -4 -

More rewarding but minus low option. Only being a frame slower means you use this just as much during pressure for calling out jumps and walk backs. While not plus, it is at least safe making it an ok spot to end pressure if needed. Has basically no uses in neutral.

  • 90% starter proration
Toggle Hitboxes
Toggle Hitboxes
2H
DoF Direction Down.pngDoF Buttons H.png
DoF Clyde 2H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
1500 Mid 13 6 27 KD -8 Jump Cancelable, Anti-Air Invuln 8-30F, Launcher

Clyde's main anti-air normal. 2H does a lot of damage and gives great combos with good anti-air invuln, but the slow startup means sometimes opponents can land and block it by the time it comes out. Notably it's lacking in horizontal reach, making it not too hard to space around. Good for combos too but a tad unreliable outside the corner.

  • 100% starter proration
Toggle Hitboxes
Toggle Hitboxes
j.L
DoF Direction Up.pngDoF Buttons L.png
DoF Clyde jL.png
DoF Clyde jL Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
800 Mid 5 20 ~ VB VB -

Highly active aerial with a solid hitbox. While the vertical reach is subpar, this is quite a good air to air and can still work as a jump in especially off air dashes. Decent as a crossup too.

  • 80% starter proration
Toggle Hitboxes
Toggle Hitboxes
j.M
DoF Direction Up.pngDoF Buttons M.png
DoF Clyde jM.png
DoF Clyde jM Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
1200 Mid 6 14 ~ VB VB -

Another highly active aerial with a bigger vertical hitbox. Makes for a solid jump in as well as air to air thanks to it hitting decently high up. Launches aerial opponents upwards.

  • 90% starter proration
Toggle Hitboxes
Toggle Hitboxes
j.H
DoF Direction Up.pngDoF Buttons H.png
DoF Clyde jH.png
DoF Clyde jH Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
1500 Overhead 12 8 ~ VB, Ground Bounce VB Ground Bounce on Air Hit

Clyde's j.H has a deceivingly large hitbox, albeit not one particularly suited for jump ins, with it hitting high above him. It also stalls his air momentum in place during its active frames, making jumping in with it even harder. Thanks exclusively for combos, where it gives Clyde a ground bounce on air hit. This is usually worth doing with it's high damage and hitstun, although after one use it's typical not worth using again thanks to the ground bounce being used up. It's Clyde's only overhead normal but the odds of someone getting opened overhead by this are astronomically low.

  • 100% starter proration
Toggle Hitboxes
Toggle Hitboxes

Command Normals

Rushing Upper
4H
DoF Direction Left.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
1000 Mid 15 8 17 KD -6 Low Profile 4-16F, Jump Cancelable, Launcher

Clyde's 4H has him run towards the opponent in a low profile before launching them a big uppercut. The low profile on 4H is lower than his dash, but not enough for it to matter most of the time. Still, this move has a number of uses. An obvious one is as a random option in neutral or on defense. 4H has by far the most range of Clyde's grounded normals thanks to the run up and retains the low profile even into the active frames unlike a normal done from dash, meaning it can beat a lot of options into a very high damage starter. Adding to this that it can be reverse beated into lights to turn it plus, and even if reverse beat isn't available, it's surprisingly safe on block.

The ability to reverse beat also makes this central to Clyde's block pressure. Unlike his other heavies, 4H moves him towards the opponent, meaning you can get back in the opponent's face then reverse beat it to 5/2L to become plus and restart his pressure.

In combos, 4H is quite the flexible tool. While his other launchers do better damage, they won't always reach from longer hits, while 4H is consistent. Ideally though, you want to use it towards the end of a combo to jump cancel into a j.S ender since it does by far the lowest damage of his launchers.

  • 100% starter proration
Toggle Hitboxes
Toggle Hitboxes
Fake Out
(While Dashing) 4L
DoF Direction Left.pngDoF Buttons L.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- - - - 21 - - Full Invuln 1-8F

Clyde does a partially invuln backdash out of his forward dash, completely changing his momentum. Very important tool for Clyde's neutral game as it allows him to safe disengage from his dash and potentially bait out attacks from the opponent in an attempt to check it. This in turn can give Clyde the potential to whiff punish baited normals. 4L can be punished but this typically requires a hard read that isn't worth risking for the opponent. If used after a crossup, Clyde will auto-correct and still backdash away from them.

Toggle Hitboxes
Toggle Hitboxes
Rushing Straight
(While Dashing) 6M
DoF Direction Right.pngDoF Buttons M.png
DoF Clyde 66M.png
DoF Clyde 66M Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
1400 Mid 8 16 27 KD/WB -33 Wall Bounce, Uncancelable on Block

Clyde does a large punch forwards out of his forward dash. 66M is Clyde's second biggest normal after 4H and is much faster than it, in exchange for only being usable out of forward dash. While not disjointed, this move covers a deceiving amount of space thanks to the dash momentum and gives pretty good damage. However, this move has a huge weakness that you might have already noticed. 66M is -33 and can't be canceled on block. This is thanks to the move inflicting next to no blockstun, and when taken together, this move is a bit overly high risk for its reward. It certain still has its place in neutral use, but it's hard to justify using it over less risky options.

  • 90% starter proration
Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Throw
Throw
6H
DoF Direction Right.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
2000 Unblockable 10 5 37 KD N/A -

Describe their throw. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Reversals
Reversal
5R
DoF Buttons Block.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
2000 Mid 17 8 46 Launch -52 -

Describe their regular reversal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Wakeup Reversal
5R on Wakeup
DoF Buttons Block.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
2000 Mid 11 - - Launch - -

Describe their wakeup reversal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Burst
Burst
5B
DoF Buttons Burst.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
0 Mid - - - - - -

Describe their burst, this should be roughly the same for most characters. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Taunt

Only add this section if a character has a taunt with a hitbox or some other unique effect like Sylvan's cheat. Otherwise remove it.

Taunt
5T
DoF Buttons Taunt.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Mid - - - - - -

Describe the taunt and its uses. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Down Taunt
2T
DoF Direction Down.pngDoF Buttons Taunt.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Mid - - - - - -

Describe the taunt and its uses. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes

Special Moves

Special Name
5S
DoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Mid - - - - - -

Generally describe a special and its uses. Add bullet points for data things, and if need be, a table.

Toggle Hitboxes
Toggle Hitboxes
Special Name
4S
DoF Direction Left.pngDoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Mid - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes
Special Name
2S
DoF Direction Down.pngDoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Mid - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes
Special Name
j.S
DoF Direction Up.pngDoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Mid - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes

Super Move

Super Name
5SP
DoF Buttons Super.png
DoF Clyde 5SP Hitbox.png
Tyrant Rave if it was the scariest anti-air known to man
Tyrant Rave if it was the scariest anti-air known to man
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Mid - - - - - -

Describe the super and what you can do with it.

  • Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Super Name
2SP
DoF Direction Down.pngDoF Buttons Super.png
Instant Transmission
Instant Transmission
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Mid - - - - - -

Describe the super and what you can do with it.

  • Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes

Strategy

Neutral

Describe how a character plays the neutral game. Add sub-categories if necessary, these should usually be on how you use a specific move.

Offense

Describe how a character runs their offense.

Defense

Describe how a character defends themselves when they're on the receiving end.

Additional Resources

Links to any additional resources like a tutorial video, delete category if there are none. If there aren't any but one gets made later, then re-add the category.

Additional Categories

Add any further categories as needed, just make sure they're worth a whole section.

Combos

Combo Legend

Numpad Notation

DoF Buttons Up-Left.png DoF Buttons Up.png DoF Buttons Up-Right.png
DoF Buttons Left.png DoF Buttons Right.png
DoF Buttons Down-Left.png DoF Buttons Down.png DoF Buttons Down-Right.png
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
  • 236 = DoF Direction Down.pngDoF Direction Down-Right.pngDoF Direction Right.png
  • 214 = DoF Direction Down.pngDoF Direction Down-Left.pngDoF Direction Left.png
  • 63214 = DoF Direction 624.png
  • 46 = DoF Direction Left.pngDoF Direction Right.png
  • 28 = DoF Direction Down.pngDoF Direction Up.png
  • Light: DoF Buttons L.png
  • Medium: DoF Buttons M.png
  • Heavy: DoF Buttons H.png
  • Special: DoF Buttons S.png
  • Super: DoF Buttons Super.png
  • Block/Reversal: DoF Buttons Block.png
  • Burst: DoF Buttons Burst.png
  • Taunt: DoF Buttons Taunt.png
Dash = 66 DoF Direction Right.pngDoF Direction Right.png
j. = Jump DoF Direction Up-Left.png / DoF Direction Up.png / DoF Direction Up-Right.png
dc = Dash Cancel
jc = Jump Cancel
dl. = Delay
[X] = Hold
]X[ = Release
gb = Ground Bounce
wb = Wall Bounce
bb = Blast Burst
tc = Trigger Cancel
SP = Super
[X]*N = Repeat sequence N amount of times.
X(N) = Multi-hit move hits only N times. May be omitted if all hits are used.
(X) = Optional input
OTG = On The Ground
TK = Tiger Knee (doing an air move the moment a jump sends you airborne)
> = Cancel
, = Link
AA = Anti-air
land = Land before doing the next input.


Basic Combos

Easy combos for starting.

Combo Damage Difficulty Meter Spent Position Notes
5L > 5M > 4H > 9jc j.H, land 2M > 2S, land 2M > Ender 4960 Very Easy 0 Midscreen/From Corner

Basic corner to corner combo. Damage is fairly underwhelming but it can lead to strong oki.

5L > 5M > 4H > 9jc j.H > j.4S, land 2M > 5S > 9jc j.4S, land 2M > Ender 6060 Easy 0 Corner

Basic combo showing Clyde's usual corner combo theory.

Advanced Combos

Harder combos that deal more damage or provide some other benefit.

Combo Damage Difficulty Meter Spent Position Notes
5L > 5M > 5H > 5S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

2L > 2M > 2H > 2S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

X Combo Category

If a character has a specific kind of combo they do that has multiple variants, then you can make a new category for it. If they don't delete this.

Combo Damage Difficulty Meter Spent Position Notes
5L > 5M > 5H > 5S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

2L > 2M > 2H > 2S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Enders

List of combo enders a character has when there's multiple enders they can pick between, such as sacrificing oki for damage and vice-versa.

Combo Damage Difficulty Meter Spent Position Notes
2H > 2S X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the ender.

Combo Damage Difficulty Meter Spent Position Notes
2H > 2SP X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the ender.

Colors

DoF Clyde Jacket Icon.png
DoF Clyde Boxer Icon.png
DoF Clyde Skeleton Icon.png
DoF Clyde Renzo Icon.png
DoF Clyde Casual Suit Icon.png

Jacket

DoF Clyde Jacket Colors.png


Boxer

DoF Clyde Boxer Colors.png


Skeleton

DoF Clyde Skeleton Colors.png


Renzo

DoF Clyde Renzo Colors.png


Casual Suit

DoF Clyde Casual Suit Colors.png


Facts

  • Clyde likes to punch things with his fist.
  • During the early stages of development, Clyde was called "Boxer".
  • Clyde's Aspect is called "Flame Jacket". His skin has special glands that let him produce fire! As an added bonus, it also makes him vewry heat-resistant.
  • Originally, Clyde was designed as a hunter who would fight otherworldly monsters.
  • Clyde's older brother Matthew created the highly successful Buff Boy comic series, known across all of Eagleton.
  • Clyde originally started boxing just to spite his father Baron and prove that he's the "better man". Although it didn't take long for him to start genuinely enjoying it.
  • Clyde's Aspect first manifested while he was trying to help his mom cook garlic bread. Needless to say, the garlic bread was seared to a crisp.


Clyde Wiki Roadmap

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